Player States

From Rivals of Aether Unofficial Workshop Manual

States[edit | edit source]

Use these values when changing states with set_state( state )

To check the state of a character, use the state variable.

PS_WALK
PS_WALK_TURN
PS_DASH_START
PS_DASH
PS_DASH_STOP
PS_DASH_TURN
PS_WAVELAND
PS_AIR_DODGE
PS_PARRY_START
PS_PARRY
PS_ROLL_BACKWARD
PS_ROLL_FORWARD
PS_TECH_GROUND
PS_TECH_BACKWARD
PS_TECH_FORWARD
PS_WALL_TECH
PS_WRAPPED
PS_FROZEN
PS_FLASHED
PS_CRYSTALIZED
PS_BURIED
PS_IDLE
PS_IDLE_AIR
PS_CROUCH
PS_JUMPSQUAT
PS_FIRST_JUMP
PS_DOUBLE_JUMP
PS_WALL_JUMP
PS_LAND
PS_ATTACK_AIR
PS_ATTACK_GROUND
PS_LANDING_LAG
PS_HITSTUN
PS_HITSTUN_LAND
PS_TUMBLE
PS_PRATFALL
PS_PRATLAND
PS_SPAWN
PS_RESPAWN
PS_DEAD

In-game, the state variable stores a integer value, not as string labels as listed above. To convert the values to the string labels for e.g. debug print purposes, use get_state_name( state )

State Categories[edit | edit source]

These values are set automatically depending on the state and should not be manually changed. To check a character's state category, use the state_cat variable.

SC_HITSTUN ▼
    PS_HITSTUN
    PS_HITSTUN_LAND
    PS_WRAPPED
    PS_FROZEN
    PS_FLASHED
    PS_CRYSTALIZED
    PS_BURIED
SC_AIR_NEUTRAL ▼
    PS_IDLE_AIR
    PS_FIRST_JUMP
    PS_DOUBLE_JUMP
    PS_TUMBLE
SC_AIR_COMMITTED ▼
    PS_WALL_JUMP
    PS_ATTACK_AIR
    PS_PRATFALL
    PS_AIR_DODGE
    PS_WALL_TECH
    PS_RESPAWN
    PS_DEAD
SC_GROUND_NEUTRAL ▼
    PS_IDLE
    PS_CROUCH
    PS_WALK
SC_GROUND_COMMITTED ▼
    PS_LAND
    PS_SPAWN
    PS_PRATLAND
    PS_LANDING_LAG
    PS_WALK_TURN
    PS_ATTACK_GROUND
    PS_WAVELAND
    PS_DASH_START
    PS_DASH
    PS_DASH_TURN
    PS_DASH_STOP
    PS_PARRY_START
    PS_PARRY
    PS_TECH_GROUND
    PS_TECH_BACKWARD
    PS_TECH_FORWARD
    PS_ROLL_BACKWARD
    PS_ROLL_FORWARD
    PS_JUMPSQUAT

Full List[edit | edit source]

In reality, the labels for the state indexes are arbitrary. Each is a macro which returns an integer value.

⚠️

Keep in mind that states PS_FLASHED, PS_CRYSTALIZED and PS_BURIED return INVALID_STATE when using the get_state_name() function. State 17 will also do the same.

0  - PS_TUMBLE
1  - PS_IDLE_AIR
2  - PS_DOUBLE_JUMP
3  - PS_FIRST_JUMP
4  - SC_HITSTUN
5  - PS_ATTACK_AIR
6  - PS_ATTACK_GROUND
7  - PS_HITSTUN_LAND
8  - PS_AIR_DODGE
9  - PS_PARRY
10 - PS_PRATFALL
11 - PS_PRATLAND
12 - PS_HITSTUN
13 - PS_LAND
14 - PS_RESPAWN
15 - PS_DEAD
16 - PS_WALL_JUMP
17 - 
18 - PS_WALL_TECH
19 - PS_LANDING_LAG
20 - PS_WALK_TURN
21 - PS_WAVELAND
22 - PS_DASH_START
23 - PS_DASH
24 - PS_IDLE
25 - PS_SPAWN
26 - PS_WALK
27 - PS_DASH_STOP
28 - PS_JUMPSQUAT
29 - PS_DASH_TURN
30 - PS_PARRY_START
31 - PS_TECH_GROUND
32 - PS_CROUCH
33 - PS_ROLL_BACKWARD
34 - PS_ROLL_FORWARD
35 - PS_TECH_BACKWARD
36 - PS_TECH_FORWARD
37 - PS_WRAPPED
38 - PS_FROZEN
39 - PS_FLASHED
40 - PS_CRYSTALIZED
41 - PS_BURIED

See Also[edit | edit source]

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